Damping Sphere
2
Artifact
If a land is tapped for two or more mana, it produces C instead of any other type and amount.
Each spell a player casts costs 1 more to cast for each other spell that player has cast this turn.

• If multiple replacement effects would modify what mana an ability you control produces, choose one to apply. After that, determine if any others are applicable. A replacement effect can't apply to the same event more than once this way.
• Damping Sphere's second ability counts spells that were cast during a turn even if Damping Sphere wasn't on the battlefield as they were cast. For example, if Damping Sphere itself is the third spell you cast in a turn, the next spell you cast costs 3 more to cast.
• To determine a spell's total cost, start with the mana cost (or an alternative cost), add any cost increases, then apply any cost reductions. The spell's converted mana cost remains unchanged, no matter what the total cost to cast it was.

I'm not sure that shops cannot use this though. There are some matches where late game this would be perfectly fine and shut out some other lists. It's similar to how null rod decks run black louts and moxen or how blood moon decks run sol lands.

This card is suitably disgusting on the play after you go land, mox, mox in many decks.

For me it's more a proactive Storm-hoser than anything else. Now you don't need to wait with Mindbreak Trap or Flusterstorm to react. You can just drop this even if playing with blue and watch storm having to deal with it.
Seems pretty bad in Shops though since it hoses their mana and the sphere effect only affects the second spell, so you can easily play around this.

I'm not seeing this as the anti-shops card people are looking for. Granted if you can land it turn 1, while on the play, it can really hamper Shops, but once shops unloads their hand and is playing from the top of the deck (especially if there is a Foundry Inspector in play), I see this hurting you more than them.

Are you really going to dedicate 4 slots to a card that hampers your ability to cast more than one spell?

I do like it in Eldrazi.

At the end of the day, I think this is simply a Sphere effect that isn't synergistic with workshop and well balanced. Very exciting card!

Super interesting design - god, it just feels god when you get the feeling R&D made something with eternal formats in mind. Eldrazi gets a boost from this and should be fun to brnig out of retirement. What else? Maybe some of those Blue Moon decks that were running Ancient Tomb (and even Thought-Knot in some cases)? And could this see play in an Eldrazi shops decks like the ones with TKS/Smasher that were popular for a while? Slow down opposing shops decks/blue stew decks, make your own shops at least useable for casting big Eldrazi?

Anyway... think its fair to say this set already looks like a massive home run in both game play and flavour. Looking forward to it!

This won't stop (Paradoxical) storm combo more than other current answers since the archetype already often ran end-of-turn Hurkyl's Recall maindeck. The bigger problem is that more opposing archetypes will have access to a maindeckable hoser.

In other words, in the context of the Storm matchup, this card is more a question of ubiquity than power. Paradoxical Outcome decks, paradoxically, may even win out slightly if these replace some amount of Null Rod slots.

This card would be much more effective against prison variants of Shops. It is a bit too situational against Ravager Shops given that decks propensity for playing out its hand on turn 1 or 2. This seems aimed for Modern where it hits Tron and Storm as a colorless hoser.